Reduce the Mana cost of Adrenaline Rush from 75 to 50. While Inspire is active, increase Adrenaline Rush's cooldown reduction from Basic Attacks by 200%.

7

Unstable Compound

Increase the area of Give 'Em Some Pepper by 15%, and enemies hit by it are Slowed by 10% for 2.5 seconds.

7

Heavy Slugs

Activate to increase the distance of the next Penetrating Round by 30% and increase its Slow duration to 6 seconds.

30

10

Hyperion

Order the Hyperion to make a strafing run for 12 seconds, hitting up to 4 enemies for 66 (+4% per level) damage every second. Every 4 seconds, it can fire its Yamato Cannon at a Structure, dealing 794 (+4% per level) damage.

100

10

Raynor's Raider

Summon a Banshee that assists Raynor. The Banshee deals 84 (+4% per level) damage per second and regenerates 75 (+4% per level) Health per second if it hasn't taken damage in the last 4 seconds. Can reactivate to retarget or move the Banshee. The Banshee respawns automatically after 45 seconds.

45

13

Debilitating Rounds

Reduce the Mana cost of Penetrating Round from 65 to 45, and its cooldown by 3 seconds. While Inspire is active, Penetrating Round's Slow is increased by 20%.

If Give 'Em Some Pepper's target is a Hero, it deals an additional 3% of their maximum Health as damage and grants Raynor 10 Armor for 3 seconds. Activate Give 'Em Some Pepper to apply it to Raynor's next Basic Attack.

40

20

Indomitable Resolve

Give 'Em Some Pepper lowers the cooldown of Hyperion by 5 seconds if the primary target is a Hero. Inspire grants Raynor Unstoppable for 2 seconds.

20

Dusk Wing

Increase the damage, Health, and leash range of Raynor's Raider by 100%. When it dies, both Inspire and Adrenaline Rush are activated for free.

20

Weak Spot Acquired

Enemy Heroes that are the primary target of Give 'Em Some Pepper have their Armor reduced by 25 for 2 seconds.

Heal Raynor for 25% of his maximum Health over 1 second. Raynor's Basic Attacks lower the cooldown of this by 0.5 seconds, doubled against Heroes.

45

75

R

Hyperion

Order the Hyperion to make a strafing run for 12 seconds, hitting up to 4 enemies for 66 (+4% per level) damage every second. Every 4 seconds, it can fire its Yamato Cannon at a Structure, dealing 794 (+4% per level) damage.

100

100

R

Raynor's Raider

Summon a Banshee that assists Raynor. The Banshee deals 84 (+4% per level) damage per second and regenerates 75 (+4% per level) Health per second if it hasn't taken damage in the last 4 seconds. Can reactivate to retarget or move the Banshee. The Banshee respawns automatically after 45 seconds.

45

Give 'Em Some Pepper

Every 4th Basic Attack splashes in a small area and deals 125% more damage to the main target.

Bug Fixes

2019-06-18 Patch Notes v 2.46.0

Bug Fixes

Raynor: Raynor's Hyperion Splat now properly matches both its warning splat and its targeting guide.

2019-05-22 Balance Update v 2.45.1

Hero Updates

Talents

Level 7​

Fuel the Rush [Passive]

Additional functionality: Reduce the Mana cost of Adrenaline Rush from 75 to 50

Level 13

Debilitating Roungs [Passive]

Additional functionality: Also reduces the Mana cost of Pentetrating Round from 65 to 45

Developer Comment: Now that Raynor has fairly meaningful Mana costs on
his abilities, we are adding some reductions in his talents so that he isn't
punished in regards to his Mana consumption when taking them.

2019-04-17 Balance Update v 2.44.1

Hero Updates

Abilities

Penetrating Round (Q)

Mana cost increased from 50 to 65

Inspire (W)

Mana cost increased from 40 to 50

Developer Comment: As we promised in the past, we took a look at the
overall Mana tension of all the Heroes in the game. We also have some
philosophies about Mana that we want to keep going forward. They are:

Mana should be a meaningful part of the game, particularly in the early
stages when wave clear is at a higher premium. We believe that as the game
progresses, Mana tension should become less important as Heroes gain more base
Mana and the game's focus shifts to team fighting.

Mana tension doesn't have to be the same for every Hero, but every Hero
should feel it to some degree, otherwise it serves no purpose.

We like that some talents heavily mitigate Mana tension.

When we took a look at Mana tension in the game, we saw that, overall,
things are in a fairly healthy spot, but could be fine-tuned and improved
upon. We like the tension that the heroes who are closer to the middle of the
spectrum have, with some examples being Malfurion, Tychus, and E.T.C. Our goal
with these changes is to bring the outliers closer to the center. We are open
to your feedback going forward if you think that the game needs to be stricter
or more lenient in this area, or if you believe there are any outliers that we
missed.

2019-02-27 Balance Update v 2.43.2

Hero Updates

Abilities

Raynor's Raider (R)

Leash range increased from 12.5 to 14

Developer Comment: There are many cases where due to the leash range of
Raynor's Raider, it doesn't quite do what Raynor wants it to. To make it more
consistently do what the player wants and expects, we're slightly increasing
its leash range.

2018-12-11 Patch Notes v 2.41.0

Design & Gameplay

Armor

Now, just like Movement Speed modifiers, the game will apply only the highest (or lowest) amount of Armor to a Hero at any given time. We've adjusted ability/talent Armor values on a per Hero basis to account for this change:

Raynor

Bounty Hunter (Trait)

Armor increased from 5 to 10

2018-09-25 Patch Notes v 2.38.0

Bug Fixes

Raynor: Raynor's Raider will now clear attack or move order when entering or exiting the mines on Haunted Mines.

2018-09-19 Balance Update v 2.37.1

Hero Updates

Stats

Basic Attack Damage reduced from 103 to 101

2018-08-22 Balance Update v 2.36.2

Hero Updates

Stats

Basic Attack Damage increased from 92 to 103

Basic Attack Damage scaling reduced from 5 to 4%

Talents

Level 1

Ace in The Hole (Passive)

Damage bonus reduced from 20 to 15%

Level 13

Giddy Up (W)

Bonus baseline Movement Speed reduced from 10 to 8%

Level 16

Paint Them Red (Q)

Healing done from Penetrating Round decreased from 100 to 90%

2018-07-25 Balance Update v 2.35.1

Hero Updates

Abilities

Raynor's Raider (R)

Weapon damage reduced from 24 to 21

Talents

Level 1

Ace in the Hole (Passive)

Damage reduced from 30 to 20%

Level 4

Behemoth Armor (Trait)

Base Health gain reduced from 250 to 200

Fight or Flight (E)

Armor duration reduced from 4 to 3 seconds

Level 7

Unstable Compound (Trait)

Slow duration reduced from 3 to 2.5 seconds

Developer Comment: Raynor's pepper is bringing a bit too much salt

Bug Fixes

Raynor – Fixed an issue that could cause Raynor's Raider to become stuck outside of the map when navigating in and out of the mines on Haunted Mines.

Raynor – Raynor's Raider will now hearth back to base with Raynor.

2018-07-10 Patch Notes v 2.35.0

Hero Updates

Stats

Health increased from 1,302 to 1,450.

Health Regeneration increased from 2.71 to 3.02.

Basic Attack damage reduced from 122 to 92.

Basic Attack range is now set to 6.5 and is no longer based on Raynor's Trait.

Scaling increased from 4% to 5% per level.

Abilities

New Trait: Give ‘Em Some Pepper

Every 4th Basic Attack splashes in a small area and deals 125% more damage to the primary target.

Summon a Banshee that assists Raynor. The Banshee deals 96 damage per second and regenerates 75 Health per second if it hasn't taken damage in the last 4 seconds. Can reactivate to retarget or move the Banshee.

The Banshee respawns automatically after 45 seconds.

Talents

Level 1

Seasoned Marksman (Passive)

Removed.

Scouting Drone (Active)

Removed.

New Talent: Veteran Marksman (Trait)

Quest: Every time the primary target of Give ‘Em Some Pepper is a Hero, permanently increase its damage bonus by 0.75%.

New Talent: Ace in the Hole (Passive)

Deal 30% more damage to Stunned or Slowed enemy Heroes.

New Talent: Exterminator (Passive)

Basic Attacks deal 50% more damage to Minions, Mercenaries, and Monsters. This is increased to 100% while Inspire is active.

Developer Comment: We're extremely excited to bring Raynor's long-
awaited rework to the Nexus! We've been reading and absorbing all the amazing
feedback that you have sent us over the past year and think the new design
will do him justice. We've massively increased his wave-clear potential with a
new Trait and completely overhauled his Talent tree (one of the oldest in the
game). Raynor mains should have a whole new set of tools to play around with
while new users should still be able to pick him up and right-click their way
to victory. We have been having a ton of fun with the changes and hope you do
as well. As always, please send us any feedback you have and get ready to fill
your enemies full of daylight!

2018-05-09 Balance Update v 2.32.2

Bug Fixes

Fenix: Purification Salvo Channeling can no longer be interrupted by displacement effects, like Raynor's Penetrating Round.

2018-03-06 Patch Notes v 2.30.4

Bug Fixes

Raynor: Cooldown reduction granted by A Card to Play will no longer trigger twice after killing Leoric or Uther.

2017-01-04 Patch Notes v 22.5

Hero Updates

Now places an inactive button on the item bar to display the cooldown of this talent’s AoE Knockback effect

Bug Fixes

Raynor: Fixed an issue causing Hyperion to gain benefits from several of Raynor’s Basic Attack Talents.

2016-11-15 Patch Notes v 22.0

Design & Gameplay

Stealth

Abilities that reveal Stealthed/Cloaked Heroes will no longer remove the Stealth/Cloak effect, but will instead temporarily reveal the cloaked Hero.

The following talents now function while under the effects of Stealth granted by another player (ex: Tyrande’s Shadowstalk):

Nova

Tactical Espionage

Advanced Cloaking

Covert Ops

Samuro

Way of the Wind

Harsh Winds

Developer Comments: Some revealers, like Oracle from Tassadar and now
Scouting Drone, are very binary in their ability to reveal Heroes, by design.
But their purpose is to provide scouting and position of the enemy, and not to
negate the effects of Talents or Abilities that rely on Stealth to provide
their benefit. While examining these conditional Talents, we decided that it
would be more interesting to allow synergies between external sources of
Stealth these Talents. We like that choices like Tyrande’s Shadowstalk or
Medivh’s Invisibility become more interesting if you have allies that gain
additional benefits from Stealth on your team.

Talents

Scouting Drone

Now also reveals Stealthed/Cloaked Heroes

Seasoned Marksman

Basic Attack damage can now be gained past the previous cap of 40 bonus damage

Activated Attack Speed bonus increased from 30 to 40%

Hero Updates

Abilities

Adrenaline Rush (E)

Now displays a visual effect under Raynor's feet to indicate that Adrenaline Rush is off cooldown

2016-10-18 Patch Notes v 21.0

Bug Fixes

Damage Reduction: When two damage reduction effects, such as Resistant (25%) and Hardened Shield (75%), are simultaneously applied to a Hero, the larger effect will no longer be overridden by the lesser effect.

2016-09-13 Patch Notes v 20.0

Hero Updates

Talents

Level 1

Raynor’s Recruitment (Active)

Removed

Level 13

Relentless Leader (Passive)

Moved to Level 4

No longer reduces the duration of Stuns, Slows or Roots

New Functionality:

If you are Stunned or Rooted, all nearby enemies are knocked back and the cooldown of Adrenaline Rush is reduced by 15 seconds. Can only occur every 8 seconds

Developer Comments: In our ongoing pursuit to create meaningful and
Hero-specific generic Talent choices, Bribe was a Talent that got caught in
our crosshairs this patch. We have removed it from a few Heroes and have added
new flavorful versions to a few others. We have always liked the design and
gameplay behind the Talent, but also realize how much players had to give up
in order to pick them. Wingman, Pixie Charm, and Covert Mission are being
reintroduced to Falstad, Brightwing, and Nova, respectively, with design
mechanics more suited to each Hero’s unique style of play.

Additionally, we’re removing the majority of our old Relentless-
like Talents from the game, because we found that it wasn’t clear to the enemy
team what was happening. Reducing the duration on very short disabling effects
to begin with was hard to notice, and typically felt like a bug when it did
happen. In some cases, we’re replacing these Talents with Hero specific ones
that more clearly convey what’s happening, while fitting the gameplay of the
Hero.

2016-07-20 Hotfix Patch v 19.1

Bug Fixes

Raynor: Heroic Ability cooldowns will now be properly reduced when a Hero is killed after learning the A Card to Play Talent.

If a Mercenary Camp is completely captured using Bribe, the camp respawns 50% faster.

Executioner

The Executioner Talent effect will now only trigger after attacking disabled Heroes. The bonus damage gained through this talent will still apply to anything attacked after the effect is triggered.

Relentless

Relentless and similar Hero-specific Talents will now only reduce the duration of Slows, Stuns and Roots. Silence effects will no longer be reduced by this talent.

Developer Comments: With an increasing number of CC effects entering
the Nexus we found ourselves constantly asking ourselves “Should Relentless
work against this?” which quickly turned into a rabbit hole of ‘what-ifs’ and
‘how comes’. We agreed that the talent was going to continue to become
stronger as we moved forward and decided to limit the number of effects that
it can reduce.

2016-05-17 Patch Notes v 18.0

Talents

Executioner

This Talent has been reworked.

Increases Basic Attack damage by 30% for 3 seconds after hitting a Stunned, Slowed, or Rooted target with a Basic Attack. Using Basic Attacks against a Slowed, Rooted, or Stunned target during this time will refresh the buff duration.

Developer Comments: We like the punishing nature of Executioner, but
have found over time that its benefit to the player is too narrowly scoped.
We’re changing the Talent to be more consistently useful by giving the player
a temporary Attack Damage buff that procs when they first hit a crowd
controlled target.

Seasoned Marksman

A reward has been added to this Questing Talent.

Quest: Increases Attack Damage by 0.2 for each enemy Minion killed nearby, and 0.5 for each Hero Takedown, up to a maximum of 40.

Developer Comments: We’ve added a completion point to this Talent.
Upon completing its quest, players will be provided with some additional
power. This allows us to offer spikes of power in-between Talent levels, or
even for a single player on a team. Now, simply picking the Talent and only
partially completing it is worse, but finishing the quest will return a larger
reward. Choosing the right Talents on the right Battleground or with the right
team composition has always been an important goal for us, and this change
pushes this Talent to closer align with that goal.

2016-02-02 Patch Notes v 16.0

Design & Gameplay

Several Talents and Abilities have been changed to reflect this new categorization, and the following no longer affect Monsters:

Mercenary Lord

Johanna's Knight Takes Pawn

Lunara's Cruel Bloom

Rexxar's Easy Prey and Bird of Prey

The Butcher's Chop Meat

The following now affect Monsters:

Anub'arak's Beetle, Juiced

Azmodan's Demonic Smite

Several Talents that could previously trigger against both captured Mercenaries and Minions will now only affect Minions (ex: Seasoned Marksman, Black Soulstone, etc.)

Talents

Focused Attack

Basic Attack damage bonus reduced from 75% to 60%

Developer Comments: The talent is doing a bit too much damage over the
course of the game. We like that it is a highly contested pick on Basic Attack
Heroes, but want to bring its overall power down a bit.

2016-01-20 Balance Update v 15.6

Hero Updates

Health decreased from 1371 to 1302

Health Regeneration decreased from 2.8554 to 2.7125 Health per second

Penetrating Round (Q)

Bullseye (Talent)

Stun duration decreased from 1.5 to 1.0 second

Developer Comments: Raynor’s damage is a little bit too high for how
safe he can be while dealing it. He also has the option to talent into two
ranged stuns which, at 1.5 second durations, felt too punishing to play
against. These changes should help to slightly increase his overall talent
diversity while making him a bit easier to take down when caught out of
position.

2015-10-06 Patch Notes v 14.0

Design & Gameplay

Instead, Regeneration Globe effects will now be applied directly to the Hero inside the Dragon Knight or Garden Terror.

Players within a Dragon Knight or Garden Terror can now also accumulate stacks for Talents such as Seasoned Marksman, Gathering Power, Regeneration Master, etc.

Bug Fixes

The Focused Attack Talent now properly uses a 10 second cooldown between bonuses to Basic Attack damage.

The targeting icon for Raynor's Raiders will no longer persist on Raynor’s Ability hotbar after the Banshees have been destroyed.

2015-08-18 Patch Notes v 13.0

Design & Gameplay

Bonus Effects from Kills

Developer Comments: This change will not have a major impact on
today’s gameplay and was mostly done for consistency on how these type of
talents worked. In the future, it may allow us to develop Battlegrounds with
many small minions (think Haunted Mines) and not have to worry about special
casing Seasoned Marksman so it doesn’t get out of control.

Talents and Abilities that gain bonus effects from kills will now only trigger from Minions and Mercenaries, and will no longer gain benefit from killing neutral Mercenaries, map event creatures, summoned units, etc.

Talents

Bolt of the Storm

Developer Comments: We love this talent and think it can create a lot
of really interesting moments, but the cooldown was just too short. At 70
seconds we think this talent is still a great level 20 pick, but now players
will have to be more strategic with how they use it. Forcing someone to use
their Bolt to avoid a gank can now be a meaningful moment with this increased
cooldown. We hope this also entices players towards choosing their Heroic
upgrades instead of Bolt when the situation calls for it.

Cooldown increased from 40 to 70 seconds

Focused Attacks

Developer Comments: This could be viewed as a buff or nerf depending
on how players perceive it. You can still reduce the cooldown by attacking
Minions, but won’t accidently waste a burst of damage on an unintended target.
This talent will no longer be as effective at sieging, but it should be
significantly better at harassing in lane. We will continue to monitor the
talent, and tune as necessary.

The increased damage effect will now only trigger when hitting Heroes

Seasoned Marksman

Developer Comments: Overall, we like the way Seasoned Marksman is
playing but wanted to tune up its effectiveness to reward those able to secure
a healthy number of takedowns, while simultaneously tuning the talent up due
to prior changes. Ideally, this will become a great talent pick when facing
The Lost Vikings or Murky players.

Stacks earned by killing enemy Heroes increased from 2 to 3

Only Minions, captured enemy Mercenaries, and Heroes will grant stacks upon death

Hero Updates

Developer Comments: Overall Raynor’s win rate is low and using Inspire
can feel clunky as it resets your Basic Attack period. These changes should
help Raynor feel more responsive to play, while also making him a bit more
powerful. We also did a pass at shuffling around and tuning up some of his
least picked talents.

Basic Attack damage increased from 35 to 40

Mercenary Lord (Talent) removed

Puttin’ on a Clinic (Talent) moved from Level 13 to Level 7

Relentless Leader (Talent) moved from Level 16 to Level 13

A Card to Play (Talent)

Cooldown reduction per Hero killed increased from 10 to 15 seconds

Penetrating Round (Q)

Cluster Round (Talent)

Damage bonus per target hit increased from 10% to 20%, up to a maximum of 100%

Bullseye (Talent)

Bonus damage removed

Stun duration increased from 1 to 1.5 seconds

Inspire (W)

No longer places Raynor’s Basic Attack on cooldown

Adrenaline Rush (E)

Cooldown reduced from 45 to 40 seconds

Activated Rush (Talent) removed

Fight or Flight (Talent)

Now also allows manual activation of Adrenaline Rush

No longer removes movement impairing effects, and instead reduces damage taken by 25% for 4 seconds after activating Adrenaline Rush

Bug Fixes

Fixed an issue in which Ability effects, such as Giant Killer, Focused Attack, and Zagara’s Envenomed Spines, could be applied while Blinded.

2015-06-30 Patch Notes v 12.0

Design & Gameplay

A number of Hero Abilities were not intended to completely Stun enemy targets. In these cases, Stuns have been converted to Dazes, which act similarly, but will no longer interrupt Abilities that can be channeled while the Hero is moving.

For example: Dazing Valla will not stop her from channeling Strafe.

The following abilities will now Daze, rather than Stun, enemy Heroes:

Brightwing -- Emerald Wind (R)

Chen -- Wandering Keg (R)

E.T.C. -- Face Melt (W)

Falstad -- Mighty Gust (R)

Kerrigan -- Primal Grasp (E)

Raynor -- Penetrating Round (Q)

Sgt. Hammer -- Concussive Blast (W)

Tychus -- Frag Grenade (W)

Talents

New Talent: Vampiric Strike

This is a new version of Vampiric Assault

Basic Attacks heal for 25% of the damage dealt to the primary target

Vampiric Assault has not been changed

Hero Updates

Raynor’s Raiders (R)

Can now be re-targeted after Raynor is killed

Bug Fixes

Using Diablo’s Shadow Charge on Raynor’s Banshees near the edge of a Battleground will no longer cause Diablo to leave the playable area.

2015-05-12 Patch Notes v 11.0

Talents

Focused Attack

Bonus to Basic Attack damage increased from 50% to 75%

Hero Updates

Penetrating Round (Q)

Knockback distance increased by about 23%

Inspire (W)

Attack Speed bonus increased from 25% to 30%

Allied Attack Speed bonus increased from 12.5% to 15%

Mana cost reduced from 50 to 40

Cooldown decreased from 15 to 10 seconds

Duration decreased from 8 to 6 seconds

Raynor’s Raiders (R)

New indicator art has been added that will highlight the Banshees’ current target.

2015-04-08 Hotfix Patch v 10.0

Bug Fixes

Raynor’s Bullseye Talent now appropriately stuns and increases the damage taken by the first enemy struck by Penetrating Round.